Set For Stun: Difference between revisions

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Scomp rulings; Decipher strategy if starred
Scomp sections; Decipher strategy; wiki-link card names
 
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* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Dark Interrupt: Set For Stun, Premiere, C2
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Dark Interrupt: Set For Stun, Premiere, C2
|strategy=''Decipher card strategy'' (starred on the Premiere Dark card list).
|strategy=By [mailto:weit@inlink.com Jeff Weitkamp], Gold 40<ref name="decipher-strategy">https://web.archive.org/web/20010104094300/http://www.decipher.com/starwars/cardlists/premiere/dark/small/setforstun.html</ref>


At first glance you may look at Set For Stun and say, "So what. I can
At first glance you may look at [[Set For Stun]] and say, "So what. I can send a character back to their hand. They just re-deploy it next turn." On the surface this is true, but [[Set For Stun]] is a card that requires looking a little further than the game text.
send a character back to their hand. They just re-deploy it next turn."
On the surface this is true, but Set For Stun is a card that requires
looking a little further than the game text.


Sometimes just getting rid of a character for even one turn can be a
Sometimes just getting rid of a character for even one turn can be a benefit. How many of you have lost a game by just a few cards? Pretty much everyone right? Those are the kind of games where you say, "Boy just one little change and I would have two points instead of zero." Well let's talk about some scenarios where getting rid of a character for a turn would make a difference. And keep in mind that when you send them back is just as important as who you send back.
benefit. How many of you have lost a game by just a few cards? Pretty
much everyone right? Those are the kind of games where you say, "Boy
just one little change and I would have two points instead of zero."
Well let's talk about some scenarios where getting rid of a character
for a turn would make a difference. And keep in mind that when you send
them back is just as important as who you send back.


A friend of mine always said there should be a card called "Look Sir,
A friend of mine always said there should be a card called "Look Sir, Bith", to get rid of our favorite band leader [[Figrin D'an]]. He only has ability of one. Send [[Figrin D'an]] back before the Light Side [[Control]] phase and you just may have cost them one Force.
Bith", to get rid of our favorite band leader Figrin D'an. He only has
ability of one. Send Figrin D'an back before the Light Side Control
phase and you just may have cost them one Force.


Another good target for Set For Stun is where the opponent has just
Another good target for [[Set For Stun]] is where the opponent has just enough ability to get a destiny draw. They have Owen and Beru at the Moisture Farm. Beru has ability of one; send her back to the opponent's hand and they have gone from four power and nine forfeit, to 1 power and four forfeit. Now deploy some characters and battle away, free of the uncertainty of a destiny draw.
enough ability to get a destiny draw. They have Owen and Beru at the
Moisture Farm. Beru has ability of one; send her back to the opponent's
hand and they have gone from four power and nine forfeit, to 1 power and
four forfeit. Now deploy some characters and battle away, free of the
uncertainty of a destiny draw.


How about getting rid of that Undercover Spy that's blocking your
How about getting rid of that [[Undercover]] Spy that's blocking your Force Drain of two or three. Play [[Set For Stun]] during your control phase and drain away. It's not as permanent as [[Sniper]], but it only requires one card.
Force Drain of two or three. Play Set For Stun during your control phase
and drain away. It's not as permanent as Sniper, but it only requires
one card.


I'm sure this has never happened to you. The sneaky Light Side player
I'm sure this has never happened to you. The sneaky Light Side player uses a spy to get presence at a site, then deploys enough characters to the same site that it will take a small army to get them out. Well if you had [[Set For Stun]] in your hand as soon as the Spy was deployed you could call Interrupt and play [[Set For Stun]]. Now it's true that the spy could be deployed again right away, but could the Light Side afford to deploy the spy again along with the other necessary characters?
uses a spy to get presence at a site, then deploys enough characters to
the same site that it will take a small army to get them out. Well if
you had Set For Stun in your hand as soon as the Spy was deployed you
could call Interrupt and play Set For Stun. Now it's true that the spy
could be deployed again right away, but could the Light Side afford to
deploy the spy again along with the other necessary characters?


One of the latest crazes are Dagobah Cloud Decks. These depend on
One of the latest crazes are [[Dagobah]] Cloud Decks. These depend on Tibanna Gas Miners at [[Dagobah]] sites. There are few ways to effect much that happens on [[Dagobah]] but [[Set For Stun]] is one of them. Get rid of the Miner for a turn and save yourself up to three force.
Tibanna Gas
Miners at Dagobah sites. There are few ways to effect much that happens
on Dagobah but Set For Stun is one of them. Get rid of the Miner for a
turn and save yourself up to three force.


Another good target is someone that can affect a lot of other
Another good target is someone that can affect a lot of other characters, Like General Rieekan on [[Hoth]]. Getting rid of him just before a battle can really cause some problems for the Light Side.
characters, Like General Rieekan on Hoth. Getting rid of him just before
a battle can really cause some problems for the Light Side.


Combos:
Combos:


Set for Stun + Scanning Crew: Send a Rebel back into the hand then Scan it right
Set for Stun + [[Scanning Crew]]: Send a Rebel back into the hand then Scan it right into the used pile.
into the used pile.


Set For Stun + M'iiyoom Onith: Send a Unique Male back to the hand then let this
[[Set For Stun]] + [[M'iiyoom Onith]]: Send a Unique Male back to the hand then let this girl strut her stuff.
girl strut her stuff.
|rulings=* Completed Jedi Tests that are 'on table' due to Mind What You Have Learned are treated as being on the apprentice (so they are returned to hand along with the apprentice).<ref name="scomp" />
 
Source: [https://web.archive.org/web/20020611184117/http://www.decipher.com/starwars/cardlists/premiere/dark/small/setforstun.html Set For Stun strategy] at Decipher.com (archive)
|rulings=* Completed Jedi Tests that are 'on table' due to Mind What You Have Learned are treated as being on the apprentice (so they are returned to hand along with the apprentice).
* Incomplete Jedi Tests are lost when the apprentice leaves table
* Incomplete Jedi Tests are lost when the apprentice leaves table
* If Save You It Can on table, the apprentice returns to hand first, then the Jedi Tests on table are suspended (so they are not returned to hand).
* If Save You It Can on table, the apprentice returns to hand first, then the Jedi Tests on table are suspended (so they are not returned to hand).
 
|combos=* Set for Stun + [[Scanning Crew]] Send a Rebel back into the hand then scan it right into the Used Pile.<ref name="scomp">https://scomp.starwarsccg.org/?s=Set%20For%20Stun</ref>
'''Combos'''
* [[Set For Stun]] + [[M'iiyoom Onith]]
* Set for Stun + Scanning Crew Send a Rebel back into the hand then scan it right into the Used Pile.
|pulled_by=* [[Lieutenant Cecius]]
* Set For Stun + M'iiyoom Onith
* [[Sy Snootles]] (V)
 
|canceled_by=* [[Inconsequential Barriers]]
''From [https://scomp.starwarsccg.org/?s=Set%20For%20Stun Scomp Link Access] ([https://github.com/swccgpc/swccg-scomp swccg-scomp] / [https://github.com/swccgpc/swccg-card-json card JSON]). Players Committee card database, not Decipher printed text.''
|also_known_as=* SFS
|has_refs=1
}}
}}

Latest revision as of 07:23, 22 September 2026

Info
TitleSet For Stun
SideDark
TypeInterruptLost Interrupt
SetPremiere Limited
RarityC2
UniquenessUnrestricted
Destiny2
IconsInterrupt
card_uid1_268
Versionprinted
PrintingsPremiere Limited (1995, black border) — this page
Premiere Unlimited (1995/96, white border) — same art and text
Japanese Takara Premiere

Set For Stun is a Dark Interrupt (Lost Interrupt) from Premiere Limited.

Card Text

Use 2 Force to target one opponent's character. Draw destiny. If destiny > character's ability, character immediately returns to opponent's hand. (Also, any cards deployed on character return to owners' hands.)

Lore

'...bring me the passengers. I want them alive!' Imperial soldiers use blaster stun settings to intimidate or to capture prisoners for questioning and interrogation.

Strategy

By Jeff Weitkamp, Gold 40[1]

At first glance you may look at Set For Stun and say, "So what. I can send a character back to their hand. They just re-deploy it next turn." On the surface this is true, but Set For Stun is a card that requires looking a little further than the game text.

Sometimes just getting rid of a character for even one turn can be a benefit. How many of you have lost a game by just a few cards? Pretty much everyone right? Those are the kind of games where you say, "Boy just one little change and I would have two points instead of zero." Well let's talk about some scenarios where getting rid of a character for a turn would make a difference. And keep in mind that when you send them back is just as important as who you send back.

A friend of mine always said there should be a card called "Look Sir, Bith", to get rid of our favorite band leader Figrin D'an. He only has ability of one. Send Figrin D'an back before the Light Side Control phase and you just may have cost them one Force.

Another good target for Set For Stun is where the opponent has just enough ability to get a destiny draw. They have Owen and Beru at the Moisture Farm. Beru has ability of one; send her back to the opponent's hand and they have gone from four power and nine forfeit, to 1 power and four forfeit. Now deploy some characters and battle away, free of the uncertainty of a destiny draw.

How about getting rid of that Undercover Spy that's blocking your Force Drain of two or three. Play Set For Stun during your control phase and drain away. It's not as permanent as Sniper, but it only requires one card.

I'm sure this has never happened to you. The sneaky Light Side player uses a spy to get presence at a site, then deploys enough characters to the same site that it will take a small army to get them out. Well if you had Set For Stun in your hand as soon as the Spy was deployed you could call Interrupt and play Set For Stun. Now it's true that the spy could be deployed again right away, but could the Light Side afford to deploy the spy again along with the other necessary characters?

One of the latest crazes are Dagobah Cloud Decks. These depend on Tibanna Gas Miners at Dagobah sites. There are few ways to effect much that happens on Dagobah but Set For Stun is one of them. Get rid of the Miner for a turn and save yourself up to three force.

Another good target is someone that can affect a lot of other characters, Like General Rieekan on Hoth. Getting rid of him just before a battle can really cause some problems for the Light Side.

Combos:

Set for Stun + Scanning Crew: Send a Rebel back into the hand then Scan it right into the used pile.

Set For Stun + M'iiyoom Onith: Send a Unique Male back to the hand then let this girl strut her stuff.

Combos

Rulings

  • Completed Jedi Tests that are 'on table' due to Mind What You Have Learned are treated as being on the apprentice (so they are returned to hand along with the apprentice).[2]
  • Incomplete Jedi Tests are lost when the apprentice leaves table
  • If Save You It Can on table, the apprentice returns to hand first, then the Jedi Tests on table are suspended (so they are not returned to hand).

Pulled by

Canceled by

Also known as

  • SFS

See Also

Sources

References